Field of Ruin

Field of Ruin


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, , Sacrifice this: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles their library.

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Field of Ruin Discussion

zapyourtumor on Dimir Control Mill

1 week ago

4x Drown in the Loch looks like a must here, if you cut the Dauthi.

I don't understand the 1x Into the Story with only 2x Visions of Beyond when the latter is just so much better. I'd cut it and replace it with a third Visions (honestly a fourth Visions is probably worth it, Ancestral Recall is broken even if its conditional.

The Dauthis are a total nonbo with a lot of your cards. Honestly, I don't think its worth keeping them since they prevent you from running Drown, shut down Crypt Incursion, Extirpate/Surgical, Into the Story, Visions of Beyond, etc. It feels more like a sideboard card for grave hate.

Tasha's Hideous Laughter is the main reason mill is even remotely viable nowadays. Not running a single copy seems very dubious.

Oboro, Palace in the Clouds is a nice one of land to help you reliably trigger the crabs.

Field of Ruin is nice to force opponents to search, and with tron making a comeback 3 copies might be worth it over the more common 2 copies. But with all the restrictive manacosts like Counterspell, Archmage's Charm, Fractured Sanity etc. running a playset feels like too much.

TheoryCrafter on Lorehold Disturb

2 weeks ago

Archon of Emeria and Field of Ruin both have the potential to put some problems in your deck due to their ability to affect nonbasic lands. Have you considered replacing 1 of each of your Snarls and/or a Needleverge Pathway with Mountains? Hope this helps. Happy Hunting!

Poseidon31 on Edgar, his goth girlfriends, and Cousin Vito

3 weeks ago

If you want to cast Edgar, only Command Tower won't work in most games.

For Manafixing you can use Evolving Wilds and Terramorphic Expanse to Search for Basic lands. Evolving Wilds has a really cool Vampire theme based artwork in Dark Ascension. Field of Ruin has to be in there for single land removal and mana fixing as well. There you can search Plains, Swamps and Mountains if needed. Then you can add 2 Mountains and now you have 6 possibilites to get red Mana, for only one card (Command Tower, 3 fetches, 2 Mountains). And the best ist, they are all cheap cards.

StoryArcher on Modern Dimir Mill & Dauthi …

1 month ago

Damn - there was a typo in there; Bloodstained Mire should have been listed instead of Overgrown Tomb. Surely 8x fetch lands is enough?

I hadn't considered that use of Field of Ruin. I'll definitely make that change.

Caerwyn on Modern Dimir Mill & Dauthi …

1 month ago

Your deck is missing 3x Field of Ruin. Field is an incredibly powerful card in Mill--it forces them to search their library allowing you to enable Archive Trap (while also getting some crab triggers). Along with that change I would cut Counterspell and move Archive Trap to the mainboard.

You also have too few fetch lands for 8-Crab to really shine, and that is probably a large part of why you feel the deck moves a bit slower than you would like. That is one of the downsides to the current mill deck--you really need to spend a lot on fetches to get it to sing.


1 month ago

I remembered other two spicy cards:

  1. Settle the Wreckage. A global removal in that looks like a Path to Exile, but works only against attacking creatures.
  2. Field of Ruin. Despite the name 'Ruins', this land rewards all players with ramp, while you get rid of any nonbasic land.

Grubbernaut on Grixis Control

1 month ago

I would recommend either going the Murktide Regent or Lurrus of the Dream-Den route; Murderous Rider and the planeswalkers here simply aren't going to keep up with the modern meta.

I would also cut Creeping Tar Pit for Hall of Storm Giants; it dodges Unholy Heat. And speaking of which, I would also strongly recommend playing more of those and less Fatal Pushes to keep up against planeswalkers.

I also think Field of Ruin is pretty bad overall, right now, although I guess Tron is on the rise. I would consider some filter lands, since you've got so many blue and black pips to sort through.

Counters and discard spells also have some tension, but 4x is probably fine.

For SB recommendations: Kozilek's Return is easier to cast than Anger, and instant; and Mystical Dispute is probably better than the Forces, against opposing control decks.


raefgall on Rise of the Machines

1 month ago

Some options to look at: Field of Ruin is technically an improvement on Ghost Quarter if you run a few Wastes.

Unwinding Clock is only ok unless you have a lot of things that get better when tapping, or with Vedalken Orrery. Shimmer Myr helps make it a little better.

Steel Hellkite is a strong top-end that can also help with removal/board wipes.

Rogue's Passage and Key to the City will make your X/X monsters more likely to connect, especially since a lot of them don't have trample or any kind of evasion.

Myr Battlesphere is a big creature that hits really hard.

Lightning Greaves and/or Swiftfoot Boots help you go off more efficiently (LG is especially good with ramp creatures) as well as finish off your opponents when you go off.

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